‘’GRAPHIC
USER INTERFACE’’
A
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‘’--GRAPHIC
USER INTERFACE—‘’
Introduction:
The graphical user interface is a form
of user interface that allows users to interact with electronic devices over
graphical icons and visual indicators such as secondary notation, instead of
text-based user interfaces, typed command labels or text navigation.
Further Details:
The actions in a GUI are usually performed through
direct manipulation of the graphical elements which are the better sources
needed. Beyond computers, GUIs are used in countless handheld mobile devices
such as MP3 players, portable media players, gaming devices, smartphones and
smaller household, office and industrial controls.
The term GUI tends not to be applied to other lower-display resolution types of interfaces, such as audiovisual games (where head-up display (HUD) is preferred), or not including flat screens, like volumetric displays because the term is limited to the scope of two-dimensional display screens able to describe generic information, in the tradition of the computer science research at the Xerox Palo Alto Research Center.
The term GUI tends not to be applied to other lower-display resolution types of interfaces, such as audiovisual games (where head-up display (HUD) is preferred), or not including flat screens, like volumetric displays because the term is limited to the scope of two-dimensional display screens able to describe generic information, in the tradition of the computer science research at the Xerox Palo Alto Research Center.
Components:
A GUI uses a combination of
technologies and devices to provide a platform that users can interact with, for
the tasks of gathering and producing information. A series of elements
conforming a visual language have evolved to represent information stored in
computers. This makes it easier for people with few computer skills to work
with and use computer software.
The most communal combination of such elements in GUIs is the windows, icons, menus, pointer (WIMP) paradigm, especially in personal computers. The WIMP style of interaction uses a virtual input device to represent the position of a pointing device, most often a mouse, and presents information organized in windows and represented with icons.
The most communal combination of such elements in GUIs is the windows, icons, menus, pointer (WIMP) paradigm, especially in personal computers. The WIMP style of interaction uses a virtual input device to represent the position of a pointing device, most often a mouse, and presents information organized in windows and represented with icons.
Post-WIMP interface:
Smaller mobile devices such as personal
digital assistants (PDAs) and smartphones stereotypically use the WIMP elements
with different unifying metaphors, due to constraints in space and available
input devices.
Three-dimensional user interfaces:
For typical computer displays,
three-dimensional is a misnomer—their displays are two-dimensional.
Semantically, however, most graphical user interfaces use three dimensions.
With height and width, they offer a third dimension of layering or stacking screen
elements over one another. This may be represented visually on screen through
an illusionary transparent effect, which offers the advantage that information
in background windows may still be read, if not interacted with.
GUI wrappers:
Graphical user interface (GUI) wrappers
find a way around the command-line interface versions (CLI) of (typically)
Linux and Unix-like software applications and their text-based user interfaces
or typed command labels. While command-line or text-based application allow
users to run a program non-interactively, GUI wrappers atop them avoid the
steep learning curve of the command-line, which requires commands to be typed
on the keyboard.
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